There are always more scute bugs. That's what this deck is about.
Though it's a cheap cost card, the Scute Mob is really a later game card best played when you drop your fifth land (usually turn 4 and sometimes 3 if you get a good hand). Sakura-Tribe Elder and
Search for Tomorrow
help nab those extra lands.
Early game really revolves around
Cancel
and Unsummon keeping your opponent's side of the battlefield empty.
Once you have a Scute Mob down, it's time to start hoping for a Progenitor Mimic or Rite of Replication to start churning out copies of the little guy. Once you have a token or two, Druid's Deliverance and Growing Ranks help make sure you keep getting more. Asceticism helps keep everything alive.
The end-all super card in this deck? Doubling Season. More counters for each scute, and more scute tokens. It's a beautiful thing.
This is a deck that's never been very effective but I've always really wanted to make work. It used to be green/red with Dragonmaster Outcast, but I figured I'd give blue cloning and tokens a shot.
One major problem I have is that there's so much I need to play as soon as I get five mana. That's the best time for my scutes, but also Doubling Season and Asceticism. What order of importance would you give those?
Any suggestions for this one would be so very much appreciated.